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- --------------------------------------------------------------------------------
- sf2 breakpoints
- bp 07D844, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
- bp 02C880, 1, {printf "wall throw damage: %d", d0 band ffff; g}
- bp 02C8B0, 1, {printf "throw damage (A): %d", d0 band ffff; g}
- bp 0032D6, 1, {printf "throw damage (B): %d", d4 band ffff; g}
- bp 00304A, 1, {printf "hold damage: %d", d4 band ffff; g}
- bp 02CB9A, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", d1 band ffff, pc+134, maincpu.ow@(pc+da); g}
- bp 02CBE0, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+ee, maincpu.ow@(pc+94); g}
- bp 02CBF0, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+de, maincpu.ow@(pc+84); g}
- bp 003322, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
- sf2 random damage modifier tables for hits and throws
- 0937EC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $000
- 0937FC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- 09380C: 01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset $020
- 09381C: 02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
- 09382C: 02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset $040
- 09383C: 02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
- 09384C: 00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset $060
- 09385C: 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
- 09386C: 00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset $080
- 09387C: 00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
- 09388C: 00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset $0A0
- 09389C: F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
- 0938AC: 00 00 00 00 00 00 00 00 00 00 00 0A 00 00 00 00 offset $0C0
- 0938BC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- 0938CC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $0E0
- 0938DC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- 0938EC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $100
- 0938FC: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- 09390C: 18 18 18 18 18 18 14 14 14 14 14 10 10 10 10 10 offset $120
- 09391C: 0C 0C 0C 0C 0C 08 08 08 08 08 04 04 04 04 04 FD
- 09392C: 00 18 00 30 00 48 00 60 00 78 00 90 00 A8 00 C0 offset $140
- 09393C: 00 D8 00 F0 01 08 01 20 01 20 01 5C 01 98 01 D4
- 09394C: 01 20 02 10 02 4C 02 88 02 C4 03 00 03 3C 03 78 offset $160
- 09395C: 03 9C 03 C4 03 C8 03 F0 03 9C 04 18 04 40 04 68
- 09396C: 04 90 04 B8 04 E0 05 08 05 18 05 2C 05 40 05 44 offset $180
- 09397C: 05 18 05 58 05 6C 05 80 05 94 05 A8 05 BC 05 D0
- 09398C: 05 CC 06 14 06 5C 06 A4 05 CC 06 EC 07 34 07 7C offset $1A0
- 09399C: 07 C4 08 0C 08 54 08 9C 00 C0 00 FC 01 38 01 74
- 0939AC: 00 C0 01 B0 01 EC 02 28 02 64 02 A0 02 DC 03 18 offset $1C0
- 0939BC: 08 B4 08 C4 08 D4 08 E4 08 B4 08 F4 08 F8 09 08
- 0939CC: 09 18 09 28 09 38 09 48 09 40 09 D8 0A 70 0B 08 offset $1E0
- 0939DC: 09 40 0B A0 0C 38 0C 3C 0C D4 0D 6C 0E 04 0E 9C
- sf2 random dizzy modifier table for hits
- 02CCCE: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 02CCDE: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- sf2 random dizzy modifier table for throws
- 003358: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 003368: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- --------------------------------------------------------------------------------
- sf2ce breakpoints
- bp 095566, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
- bp 039BB0, 1, {printf "wall throw damage: %d", d0 band ffff; g}
- bp 039BE6, 1, {printf "throw damage (A): %d", d0 band ffff; g}
- bp 003814, 1, {printf "throw damage (B): %d", d4 band ffff; g}
- bp 003516, 1, {printf "hold damage: %d", d4 band ffff; g}
- bp 03D11C, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff0b2c, a0, maincpu.ow@(pc-6); g}
- bp 00385C, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
- sf2ce random damage modifier tables for hits and throws
- 0AAE94: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $000
- 0AAEA4: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- 0AAEB4: 01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset $020
- 0AAEC4: 02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
- 0AAED4: 02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset $040
- 0AAEE4: 02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
- 0AAEF4: 00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset $060
- 0AAF04: 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
- 0AAF14: 00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset $080
- 0AAF24: 00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
- 0AAF34: 00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset $0A0
- 0AAF44: F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
- 0AAF54: EF 08 FE EF 08 EF F4 EF 0D EF 0D 0D 0D 0D 0D FE offset $0C0
- 0AAF64: EF FE EF 08 F4 0D EF 0D F4 EF 0D 0D EF FE 08 F4
- 0AAF74: FC F2 ED 0B FC ED 06 ED 0B ED 06 ED 06 0B ED F2 offset $0E0
- 0AAF84: F2 0B 0B 0B ED 0B 0B 0B ED 06 FC ED 0B F2 FC ED
- 0AAF94: FD FD FF FD FD FF FD FD FD FE 01 FD FD 02 FE FD offset $100
- 0AAFA4: FD 00 FD FD FD FD 00 FD FE FD FD FE FE FD FD FE
- 0AAFB4: FC FC FC FC FC FC 06 FC 0B FC FC FC FC FC FC FC offset $120
- 0AAFC4: FC FC FC FC FC FC FC FC FC 06 FC FC FC FC FC FC
- 0AAFD4: 18 18 18 18 18 18 14 14 14 14 14 10 10 10 10 10 offset $140
- 0AAFE4: 0C 0C 0C 0C 0C 08 08 08 08 08 04 04 04 04 04 11
- 0AAFF4: 00 18 00 30 00 48 00 60 00 78 00 90 00 A8 00 C0 offset $160
- 0AB004: 00 D8 00 F0 01 08 01 20 01 20 01 5C 01 98 01 D4
- 0AB014: 01 20 02 10 02 4C 02 88 02 C4 03 00 03 3C 03 78 offset $180
- 0AB024: 03 9C 03 C4 03 EC 04 14 03 9C 04 3C 04 64 04 8C
- 0AB034: 04 B4 04 DC 05 04 05 2C 05 3C 05 50 05 64 05 78 offset $1A0
- 0AB044: 05 3C 05 8C 05 A0 05 B4 05 C8 05 DC 05 F0 06 04
- 0AB054: 06 00 06 48 06 90 06 D8 06 00 07 20 07 68 07 B0 offset $1C0
- 0AB064: 07 F8 08 40 08 88 08 D0 00 C0 00 FC 01 38 01 74
- 0AB074: 00 C0 01 B0 01 EC 02 28 02 64 02 A0 02 DC 03 18 offset $1E0
- 0AB084: 08 E8 08 F8 09 08 09 18 08 E8 09 28 09 38 09 48
- sf2ce random dizzy modifier table for hits
- 03D186: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 03D196: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- sf2ce random dizzy modifier table for throws
- 003892: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 0038A2: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- --------------------------------------------------------------------------------
- sf2hf breakpoints
- bp 09C8D8, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
- bp 015852, 1, {printf "wall throw damage: %d", d0 band ffff; g}
- bp 015888, 1, {printf "throw damage: %d", d0 band ffff; g}
- bp 0074A0, maincpu.pd@a7 != pc-b2, {printf "throw/hold damage: %d", d4 band ffff; g}
- bp 084A6E, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff0110, a0, maincpu.ow@(pc-6); g}
- bp 00769E, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+36, maincpu.ow@(pc+12); g}
- sf2hf random damage modifier tables for hits and throws
- 0460F4: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 offset $000
- 046104: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
- 046114: 01 02 03 01 02 01 02 01 01 01 01 02 01 01 01 01 offset $020
- 046124: 02 01 03 01 03 01 02 03 01 01 02 01 01 02 01 01
- 046134: 02 01 01 01 01 01 01 01 01 03 01 04 02 02 04 02 offset $040
- 046144: 02 01 02 01 06 01 05 01 01 01 01 03 01 01 01 01
- 046154: 00 00 00 00 00 0A 00 00 00 00 0A 00 00 00 00 00 offset $060
- 046164: 00 00 00 00 00 00 00 00 00 00 00 00 0F 00 00 00
- 046174: 00 F6 00 00 00 00 00 00 00 00 0A 00 00 00 0A 00 offset $080
- 046184: 00 00 00 00 F1 00 00 00 00 0F 00 00 00 00 00 F6
- 046194: 00 0A F1 F6 0A 00 F1 0F 0F 0F 00 F1 0F F1 0A 0F offset $0A0
- 0461A4: F1 00 F1 0A F6 0F 0F F6 F6 0F F1 0F F1 0F F1 F1
- 0461B4: EF 08 FE EF 08 EF F4 EF 0D EF 0D 0D 0D 0D 0D FE offset $0C0
- 0461C4: EF FE EF 08 F4 0D EF 0D F4 EF 0D 0D EF FE 08 F4
- 0461D4: FC F2 ED 0B FC ED 06 ED 0B ED 06 ED 06 0B ED F2 offset $0E0
- 0461E4: F2 0B 0B 0B ED 0B 0B 0B ED 06 FC ED 0B F2 FC ED
- 0461F4: FD FD FF FD FD FF FD FD FD FE 01 FD FD 02 FE FD offset $100
- 046204: FD 00 FD FD FD FD 00 FD FE FD FD FE FE FD FD FE
- 046214: FC FC FC FC FC FC 06 FC 0B FC FC FC FC FC FC FC offset $120
- 046224: FC FC FC FC FC FC FC FC FC 06 FC FC FC FC FC FC
- 046234: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
- 046244: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
- 046254: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
- 046264: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
- 046274: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
- 046284: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
- 046294: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
- 0462A4: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
- 0462B4: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
- 0462C4: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
- 0462D4: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
- 0462E4: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
- sf2hf random dizzy modifier table for hits
- 084AD8: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 084AE8: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- sf2hf random dizzy modifier table for throws
- 0076D4: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 0076E4: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- --------------------------------------------------------------------------------
- ssf2 breakpoints
- bp 092978, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
- bp 06D210, 1, {printf "wall throw damage: %d", d0 band ffff; g}
- bp 06D246, 1, {printf "throw damage (A): %d", d0 band ffff; g}
- bp 004488, 1, {printf "throw damage (B): %d", d4 band ffff; g}
- bp 00467C, maincpu.pd@(a7+4) == pc+1fe, {printf "throw damage (C): %d", d4 band ffff; g}
- bp 00474C, 1, {printf "cmd throw damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
- bp 004534, 1, {printf "hold damage: %d", d4 band ffff; g}
- bp 0712C8, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff2610, a0, maincpu.ow@(pc-6); g}
- bp 00495C, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+6C9D6, maincpu.ow@(pc+6C8F0); g}
- ssf2 random damage modifier tables for hits and throws
- 0B40DE: 00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset $000
- 0B40EE: 00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
- 0B40FE: 01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset $020
- 0B410E: 03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
- 0B411E: 01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset $040
- 0B412E: 01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
- 0B413E: 05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset $060
- 0B414E: 03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
- 0B415E: FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset $080
- 0B416E: 00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
- 0B417E: F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset $0A0
- 0B418E: 00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
- 0B419E: 02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset $0C0
- 0B41AE: 00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
- 0B41BE: 00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset $0E0
- 0B41CE: 03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
- 0B41DE: 01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset $100
- 0B41EE: 02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
- 0B41FE: 06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset $120
- 0B420E: 05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
- 0B421E: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
- 0B422E: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
- 0B423E: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
- 0B424E: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
- 0B425E: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
- 0B426E: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
- 0B427E: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
- 0B428E: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
- 0B429E: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
- 0B42AE: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
- 0B42BE: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
- 0B42CE: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
- ssf2 random dizzy modifier table for hits and throws
- 071332: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 071342: FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- --------------------------------------------------------------------------------
- ssf2t breakpoints
- bp 0BEE64, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
- bp 07AB38, 1, {printf "wall throw damage: %d", d0 band ffff; g}
- bp 07AB6E, 1, {printf "throw damage (A): %d", d0 band ffff; g}
- bp 004B10, maincpu.pd@(a7+4) == pc-224 or maincpu.pd@(a7+4) == pc+26a, {printf "throw damage (B): %d", d4 band ffff; g}
- bp 004BCC, 1, {printf "cmd throw damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
- bp 0049B0, 1, {printf "hold damage: %d", d4 band ffff; g}
- bp 07F330, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff28ec, a0, maincpu.ow@(pc-6); g}
- bp 004F24, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+7A476, maincpu.ow@(pc+7A390); g}
- ssf2t random damage modifier tables for hits and throws
- 0E7996: 00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset $000
- 0E79A6: 00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
- 0E79B6: 01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset $020
- 0E79C6: 03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
- 0E79D6: 01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset $040
- 0E79E6: 01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
- 0E79F6: 05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset $060
- 0E7A06: 03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
- 0E7A16: FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset $080
- 0E7A26: 00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
- 0E7A36: F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset $0A0
- 0E7A46: 00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
- 0E7A56: 02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset $0C0
- 0E7A66: 00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
- 0E7A76: 00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset $0E0
- 0E7A86: 03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
- 0E7A96: 01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset $100
- 0E7AA6: 02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
- 0E7AB6: 06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset $120
- 0E7AC6: 05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
- 0E7AD6: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
- 0E7AE6: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
- 0E7AF6: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
- 0E7B06: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
- 0E7B16: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
- 0E7B26: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
- 0E7B36: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
- 0E7B46: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
- 0E7B56: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
- 0E7B66: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
- 0E7B76: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
- 0E7B86: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
- ssf2t random dizzy modifier table for hits and throws
- 07F39A: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 07F3AA: FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- --------------------------------------------------------------------------------
- hsf2 breakpoints
- bp 0C2FE0, 1, {printf "hit damage: (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d6 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d5 band ffff); g}
- bp 069240, 1, {printf "wall throw damage: %d", d0 band ffff; g}
- bp 069278, 1, {printf "throw damage (A): %d", d0 band ffff; g}
- bp 0049AE, 1, {printf "throw damage (B): %d", d4 band ffff; g}
- bp 004BA6, maincpu.pd@(a7+4) == pc+272, {printf "cmd throw damage (A): %d", d4 band ffff; g}
- bp 004C74, 1, {printf "cmd throw damage (B): (%d + randval@ $(%06x + %02x~%02x)) x %d/32", d4 band ffff, a1, d2-d0, d2-d0+maincpu.ow@(pc-a), 20-(d3 band ffff); g}
- bp 004A52, 1, {printf "hold damage: %d", d4 band ffff; g}
- bp 06D99A, 1, {printf "dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff23d2, a0, maincpu.ow@(pc-6); g}
- bp 004FD4, 1, {printf "throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc+68A2A, maincpu.ow@(pc+6894A); g}
- bp 06E87E, 1, {printf "CPS1 dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.pw@ff23d2, a0, maincpu.ow@(pc-6); g}
- bp 00504C, 1, {printf "CPS1 throw dizzy: %d + randval@ $(%06x + 00~%02x)", maincpu.ow@(pc+2), pc-28, maincpu.ow@(pc+12); g}
- hsf2 random damage modifier tables for hits and throws
- 0E7CDC: 00 00 02 00 00 00 00 FF 00 01 00 00 00 02 00 00 offset $000
- 0E7CEC: 00 00 01 00 00 00 03 00 FE 00 00 00 00 00 00 00
- 0E7CFC: 01 00 00 00 02 00 00 00 00 FE 00 01 00 00 00 02 offset $020
- 0E7D0C: 03 00 00 00 00 FF 02 00 00 03 00 01 00 00 00 00
- 0E7D1C: 01 02 00 00 00 FF 03 02 00 FE 00 03 04 01 FD 00 offset $040
- 0E7D2C: 01 04 00 01 04 02 00 00 00 02 00 00 00 00 00 02
- 0E7D3C: 05 FD 04 00 06 00 FC 00 00 00 02 06 00 04 04 00 offset $060
- 0E7D4C: 03 04 00 03 00 FB 00 05 02 FE 00 03 05 00 06 FF
- 0E7D5C: FB 08 00 00 00 00 06 05 06 00 04 07 FD 00 00 FB offset $080
- 0E7D6C: 00 00 04 06 00 00 08 00 06 05 00 00 FC 06 00 FC
- 0E7D7C: F6 00 05 0A 00 00 00 00 00 FB 00 F8 00 08 0A 00 offset $0A0
- 0E7D8C: 00 00 0A 06 F6 0A 00 F6 F6 00 00 00 00 00 00 00
- 0E7D9C: 02 00 00 00 01 03 00 00 00 FE 00 00 00 00 04 00 offset $0C0
- 0E7DAC: 00 00 00 FF 00 03 00 00 00 02 00 00 00 01 00 00
- 0E7DBC: 00 03 04 00 00 00 00 00 00 00 02 00 00 00 01 00 offset $0E0
- 0E7DCC: 03 00 00 02 FF 04 00 01 FE 02 00 00 03 00 00 01
- 0E7DDC: 01 04 00 05 00 00 00 03 00 00 02 03 06 01 04 00 offset $100
- 0E7DEC: 02 00 05 FF 00 FE 00 00 01 FD 00 06 00 00 00 06
- 0E7DFC: 06 00 00 04 04 00 FD 00 00 FE 04 04 06 03 05 00 offset $120
- 0E7E0C: 05 FF 05 03 FC 00 00 00 04 00 FB 00 00 00 05 06
- 0E7E1C: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 offset $140
- 0E7E2C: 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06 06
- 0E7E3C: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D offset $160
- 0E7E4C: 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D 0D
- 0E7E5C: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 offset $180
- 0E7E6C: 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15
- 0E7E7C: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E offset $1A0
- 0E7E8C: 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E 1E
- 0E7E9C: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 offset $1C0
- 0E7EAC: 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28 28
- 0E7EBC: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 offset $1E0
- 0E7ECC: 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
- hsf2 random dizzy modifier table for hits and throws
- 06D9FE: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 06DA0E: FF FD 00 03 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- hsf2 random dizzy modifier table for hits (CPS1 chars)
- 06E8E2: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 06E8F2: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
- hsf2 random dizzy modifier table for throws (CPS1 chars, decrypted)
- 005024: 01 FF 02 00 01 00 00 FE 00 01 FF FE 00 00 02 00
- 005034: 03 FD FF 00 00 01 00 01 FF 00 FE 02 FE 02 00 FF
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